The lands of the wilderness are a no-man's-land, with no proper nations or rulers. However, some say that the King of the Wilderness is the Wilderman.
Few people have seen the Wilderman and his army, and fewer yet have lived to tell others their tales. Nobody knows what his motives are, but some speculate that he is a God incarnate, come to the realm to punish its inhabitants.
The Wilderman's origins are unknown, but the first sightings of him were in Gardenroot, a village that was terribly affected by the Dusken Plague, many years ago. Now, his army is that of the dead, risen as a result of a horrible incident. Among them is the former leader of the Knights of Zorn, but this is not widely known.
In the Wilderness, the Knights of Zorn were originally mandated to liberate and reclaim given full control and ownership of the Green Highlands, however their operation stagnated and eventually was terminated by the Illithids. Today, there are no more Knights of Zorn, but there is a circle of monks called the Chain of Zornacles which resides on Greth Summit. Perhaps the fabled Order of the Knights of Zorn will be reborn someday.
The most immediate threat in the wilderness is not the Wilderman, however. It is the savage Orcs of Orchain, led by the brutal leader Ranchmin, the Eye of Orc. Orchian is currently at war with Lurisia over the southeastern lands of the Realm.
The Green Highlands are avoided at all costs; in the past year, all of those who have entered the Green Highlands have never been seen again. Nobody goes near the Highlands anymore unless they have a death wish. Even the Orcs avoid the mysterious country.
To the northwest is the Graven Bog, a horrible, vile place infested with hideous monsters and, by rumour, evil witches. Not even the bravest venture there.
However, there is hope for the inhabitants of the wilderness. The villages of stranded folk are protected by the Hunters Organization Against the Wilderness, or the Howl, as the common folk call it. Any able-bodied individual can join their cause. Protecting the people are also druid groves (three of which have vanished), they stand as a halfway point between civilization and Wilderness.